Commit graph

772 commits

Author SHA1 Message Date
Hat Kid c12a5d777c
decomp3: decompile remaining mission code (#3515)
This should make all missions playable with the exception of the end of
`precursor-destroy-ship` because `precurd` asserts on level extraction.

- `trail`
- `trail-graph`
- `wastrail-graph`
- `cty-protect`
- `protect-gunship`
- `protect-path`
- `protect-script`
- `assault-cams`
- `assault-enemies`
- `assault-path`
- `assault-script`
- `assault-shared`
- `assault-task`
- `hover-nav-precura`
- `precura-mood`
- `precura-obs`
- `precura-obs2`
- `precura-part`
- `precurc-mood`
- `precurc-obs`
- `precurc-part`
- `precurd-obs`
- `precurd-part`
- `precurd-scenes`
2024-05-16 16:21:44 +02:00
ManDude ebbbedabc5
jak3: fix hud sprite crash + add entity debugger (#3516) 2024-05-13 04:09:25 +01:00
Tyler Wilding d1ece445d4
Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00
water111 e0b1d8c21e
Jak3 sky (#3514) 2024-05-12 09:36:50 -04:00
Hat Kid 6b3844bf99
decomp3: more misc files (#3513)
4 missions to go!

- `ctygenb-part`
- `power-game`
- `vinroom-part`
- `vinroom-scenes`
- `gungame-part`
- `gungame-scenes`
- `hiphog-obs`
- `hiphog-part`
- `hiphog-scenes`
- `hover-nav-lpattack`
- `king-rider`
- `rubble-attack`
- `rubble-obs`
- `rubble-part`
- `rubblea-init`
- `rublcst-scenes`
- `mood-funcs2`
- `gun-dummy-art`
- `gun-dummy-part`
- `gun-dummy`
- `gungame-data`
- `gungame-manager`
- `gungame-obs`
- `blow-tower-data`
- `blow-tower-extra`
- `blow-tower-obs2`
- `blow-tower-obs`
- `blow-tower-part`
- `blow-tower-script`
- `blow-tower-shared`
- `blow-tower-speech`
- `cty-blow-tower`
2024-05-11 17:57:26 -04:00
Hat Kid 4dd2bab06e
jak3: fix local space particle info crash (#3511) 2024-05-10 16:14:50 +02:00
water111 5b04be2fa0
Add hfrag, clean up some background renderer stuff (#3509)
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.

I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
2024-05-09 20:11:43 -04:00
Hat Kid 949508d0ed
decomp3: traffic/citizen/faction code, desert-rescue (#3506)
- `cty-faction-h`
- `nav-graph`
- `citizen-h`
- `citizen`
- `civilian`
- `traffic-engine`
- `traffic-manager`
- `cty-attack-controller`
- `cty-faction`
- `formation-object`
- `formations`
- `squad-control-city-h`
- `squad-control-city`
- `traffic-util`
- `wlander-female`
- `wlander-h`
- `wlander-male`
- `speech-manager`
- `desert-rescue`
- `desresc-path`
- `neo-satellite`
- `rope-prim-system-h`
- `rope-prim-system`
- `rope-system`
- `wland-passenger`
- `cty-guard-projectile`
- `ctywide-init`
- `ff-squad-control`
- `guard-grenade`
- `guard-rifle`
- `guard-states`
- `guard-tazer`
- `ctywide-speech`
- `citizen-chick`
- `citizen-fat`
- `citizen-norm`
- `guard`
- `bike`
- `car`
- `test-bike`
- `vehicle-rider`
- `desert-rescue-bbush`
- `ff-squad-control-h`
- `flee-info`
- `guard-h`
- `mission-squad-control`
- `kg-squad-control`
- `kg-squad-member-h`
- `kg-squad-member`
- `mh-squad-control`
- `mh-squad-member-h`
- `mh-squad-member`
- `ctywide-obs-h`
- `ctywide-obs`
- `ctywide-part`
- `ctywide-scenes`
- `ctywide-tasks`
- `ctywide-texture`
- `billiards`
- `guide-arrow`
- `kg-vehicles`
- `flying-turret`
- `roboguard-city`
- `citizen-enemy`
- `metalhead-flitter`
- `metalhead-grunt`
- `metalhead-predator`
- `spydroid`
- `kg-squad-control-h`
- `mh-squad-control-h`
- `krimson-wall`
- `ctyport-obs`
- `ctyinda-obs`
- `ctyinda-part`
- `ctyindb-obs`
- `ctyindb-part`
- `ctyport-attack`
- `h-torpedo`
- `ctyport-part`
- `ctyport-scenes`
- `external-player-control`
- `desert-chase-path-h`
- `desert-chase-path`
- `desert-chase`
- `desert-jump`
- `wcar-catapult`
- `bombbot-h`
- `bombbot`
- `bombbot-path`
- `cty-hijack-missile`
- `cty-hijack`
- `ctyport-attack-bbush`
- `ctysluma-part`
- `ctyslumb-part`
- `ctyslumc-obs`
- `ctyslumc-part`
- `searchlight`
- `cty-destroy-grid`
- `ctyfarm-obs`
- `ctyfarma-part`
- `ctyfarmb-part`
- `freehq-part`
- `freehq-scenes`
- `onintent-scenes`
- `onintent-part`
- `cty-sniper-battery`
- `cty-sniper-turret`
- `intro-obs`
- `intro-part`
- `intro-scenes`
- `palcab-part`
- `palroof-part`
2024-05-09 19:18:55 -04:00
Hat Kid f9e0aa82bc
jak3: fix mirage shot (#3501) 2024-05-01 21:57:13 +02:00
Hat Kid 3ff3760621
jak3: add discord rpc and fix some decomp (#3500) 2024-05-01 13:49:26 +02:00
ManDude 5705359df9
[jak3] fix some flag names and a wcar crash (#3498) 2024-05-01 08:44:26 +01:00
Matt Dallmeyer 0d4e3928eb
decomp3 title-obs, credits-h (#3476) 2024-04-29 20:23:31 +02:00
Hat Kid e2e5289788
decomp3: font widescreen and shadow hacks, generic renderer, misc files (#3483)
- `pecker-ingame`
- `des-bbush-tasks`
- `des-burning-bush`
- `des-bush-part`
- `des-bush`
- `mh-centipede`
- `mh-centipede-part`
- `mh-wasp`
- `mh-wasp-part`
- `needle-fish`
- `des-bush-time-chase`
- `timer-path`
- `mission-squad-control-h`
- `mh-bat`
- `hover-nav-factoryd`
- `hover-nav-factoryc`
- `conveyor`
- `fac-part`
- `factory-part`
- `factoryc-mood`
- `factoryc-obs`
- `factoryc-obs2`
- `lfaccar-init`
- `factory-boss-part`
- `factory-boss-scenes`
- `factory-boss-setup`
- `factory-boss-states`
- `factory-mood`
- `factoryc-manager`
- `lfacrm1-mood`
- `lfacrm2-mood`
- `missile-bot`
- `sew-laser-turret`
- `ai-task-h`
- `ash-h`
- `ash-shot`
- `ash-states`
- `ash-task`
- `ash`
- `bot-h`
- `bot-states`
- `bot`
- `ash-oasis-course`
- `oasis-defense`
- `comb-field`
- `comb-mood`
- `comb-obs`
- `comb-part`
- `comb-scenes`
- `comb-sentry`
- `comb-travel`
- `comba-init`
- `combx-scenes`
- `h-sled`
- `destroy-dark-eco`
- `fac-gunturret`
- `fac-robotank-turret`
- `fac-robotank`
- `fac-tower`
- `factory-h`
- `factory-hud`
- `factory-manager`
- `factorya-init`
- `ffight-projectile`
- `ftank-projectile`
- `fturret-projectile`
- `h-warf`
- `warf-projectile`
2024-04-28 08:59:46 -04:00
ManDude 889fdcd79c
jak3: fix some collide decomp + fix projectiles aiming at intangible objects (#3485)
Say goodbye to half of the laser needle shots spinning around doing
nothing. This is toggleable with `fix-projectile-focus` in the pc
settings.
2024-04-26 16:22:26 +01:00
ManDude 667553850d
jak2/3: re-implement screenshot system through goal (#3482) 2024-04-25 01:46:18 +01:00
Hat Kid 58a5440c8a
decomp3: more misc files (#3466)
Makes a bunch of missions mostly playable, including:
- `arena-training-1`
- `arena-fight-1`
- `wascity-chase`
- `arena-fight-2`
- `arena-fight-3`
- `volcano-darkeco`
- `desert-hover`
- `nest-eggs`
- `temple-climb`
- `temple-oracle`
- `temple-tests`
- `desert-beast-battle`
- `desert-turtle-training`
- `desert-course-race`
- `desert-artifact-race1`
- `wascity-leaper-race`
- `wascity-pre-game`
- `sewer-met-hum`
- `forest-kill-plants`
- `forest-ring-chase`
- `temple-defend`
- `tower-destroy`
- `desert-glide`

---
Files:

- `ripple`
- `waswide-mood`
- `sig-rider`
- `nst-tasks`
- `nst-part`
- `nst-gas`
- `nst-eggs-h`
- `nst-obs`
- `nst-mood`
- `egg-spider`
- `wasdoors-init`
- `wasall-tasks`
- `wvehicle-race`
- `wcar-marauder`
- `wcar-marauder-b`
- `turret-control`
- `was-squad-control`
- `turtle-training`
- `kleever-rider`
- `course-race`
- `artifact-race`
- `desert-hover`
- `desbeast-path-h`
- `des-beast`
- `desertg-obs`
- `desertf-obs`
- `desertd-obs`
- `desert-dust-storm`
- `des-cactus`
- `race-hud`
- `race-info`
- `race-manager`
- `tizard`
- `flyingsaw`
- `hover-training`
- `temple-mood`
- `temple-obs`
- `temple-obs2`
- `temple-part`
- `temple-scenes`
- `templex-mood`
- `templex-obs`
- `templex-part`
- `tomb-baby-spider`
- `target-turret-shot`
- `target-turret`
- `beast-battle-path`
- `des-beast-2`
- `mh-flyer`
- `scorpion-gun`
- `hover-enemy-h`
- `hover-enemy`
- `hover-formation-h`
- `hover-formation`
- `hover-nav-control-h`
- `hover-nav-control`
- `flamer-hover`
- `hover-nav-templea`
- `robo-hover`
- `hover-nav-sewb`
- `hover-nav-sewg`
- `hover-nav-sewj`
- `hover-nav-sewl`
- `hover-nav-sewo`
- `hover-nav-towera`
- `tower-mood`
- `tower-obs`
- `tower-scenes`
- `tower-part`
- `eco-green-collider`
- `forest-bridges`
- `forest-kill-plants`
- `forest-mood`
- `forest-ring-chase`
- `forest-tasks`
- `forest-part`
- `foresta-obs`
- `hover-nav-foresta`
- `mh-plant`
- `dp-bipedal-part`
- `dp-bipedal-shot`
- `dp-bipedal`
- `neo-spawner`
- `for-turret`
- `for-turret-shot`
- `neo-wasp`
- `neo-wasp-part`
- `volcanox-scenes`
- `volcanox-mood`
- `volcano-scenes`
- `volcano-mood`
- `volcano-obs`
- `volcano-obs2`
- `chain-physics`
- `rigid-body-plat`
- `volcano-part`
- `flamer-lava`
- `flitter`
- `spiky-frog`
- `flut-wild`
- `target-indax`
- `target-indax-hang`
- `mantis`
- `volcanox-obs`
- `spyder`
- `wcar-faccar`
- `mhcity-obs2`
- `mhcity-part`
- `mhcity-obs`
- `dm-mine-spider`
- `rapid-gunner`
- `stadium-mood`
- `stadium-scenes`
- `stadiuma-mood`
- `stadiuma-part`
- `kanga-lizard`
- `marauder`
- `arena-scenes`
- `wasstada-mood`
- `wasstada-obs`
- `wasstada-part`
- `wasstadb-obs`
- `wasstadc-obs`
- `dm-flyer`
- `maker-part`
- `maker-projectile`
- `skeet-part`
- `wascity-turret`
- `wasgun-h`
- `wasgun-hud`
- `wasgun-manager`
- `nav-graph-h`
- `traffic-engine-h`
- `waswide-init`
- `cty-borrow-manager-h`
- `cty-borrow-manager`
- `desert-part`
- `height-map-h`
- `height-map`
- `traffic-height-map`
- `vehicle-control`
- `hvehicle-h`
- `hvehicle`
- `hvehicle-effects`
- `hvehicle-physics`
- `hvehicle-util`
- `glider-h`
- `glider-hud`
- `glider-manager`
- `glider-ring`
- `glider-ring-part`
- `h-glider`
- `hanga-init`
- `was-pre-game`
- `was-leaper-race`
- `flut-racer`
- `desert-scenes`
- `desert-lizard-h`
- `desert-lizard-task`
- `desert-lizard`
- `throne-scenes`
- `waspal-mood`
- `waspala-obs`
- `waspala-part`
- `deswalk-obs`
- `deswalk-part`
- `terraformer-drone`
- `terraformer-head`
- `terraformer-part`
- `terraformer-setup`
2024-04-22 18:43:51 +02:00
ManDude e601a3dcb3
[jak3] implement pckernel (#3472)
Most debug features do not work, but that's fine.
2024-04-15 19:26:48 +01:00
ManDude 20b76e318d
[jak3] remove some stubs and fix health bar (#3468) 2024-04-15 16:24:29 +01:00
water111 dd4f255260
[jak3] Minimap texture fix (#3465) 2024-04-13 09:47:23 -04:00
Hat Kid 36f1592b90
decomp3: lightning renderer, nav code, texture remap, fix progress menu crash (#3461)
Also adds:

- BLERC
- Minimap (with missing texture for the map, sprites work)
- Eco Mine files
- Precursor robot boss files
- Sewer files
- Vehicle files
2024-04-12 18:44:38 -04:00
water111 5299bc441f
[jak3] Fix defskelgroup (#3460)
Fixes https://github.com/open-goal/jak-project/issues/3459
2024-04-07 13:07:30 -04:00
Hat Kid ae0f139667
decomp3: eye renderer and more files (#3457)
- `eye`
- `collision-editor`
- `simple-nav-sphere`
- `mech-part`
- `mech-states`
- `mech`
- `target-mech`
- `target-tube`
- `flut-part`
- `flut`
- `target-flut`
2024-04-07 10:49:45 -04:00
Hat Kid 23aeda1664
decomp3: add background data to pc renderers, get mood and time of day stuff running (#3450) 2024-04-06 14:27:36 -04:00
Hat Kid 93afb02cf4
decomp3: spawn target, add merc and particle buckets and some temporary hacks (#3445)
This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).

There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2024-04-05 00:07:39 -04:00
Hat Kid c96e44ab30
decomp3: support for virtual states inheriting from their own type's virtual states, gun-yellow-shot, gun-red-shot, gun-dark-shot (#3438) 2024-03-31 11:14:14 -04:00
Hat Kid dacb704ef6
decomp3: more engine stuff, fix ja macro detection for jak 2/3, unmerged let matcher, part-tracker-spawn macro (#3436)
- `aligner`
- `effect-control`
- `pov-camera`
- `powerups`
- `los-control-h`
- `airlock`
- `water-anim`
- `blocking-plane`
- `proc-focusable-spawner`
- `idle-control`
- `enemy-h`
- `nav-enemy-h`
- `enemy`
- `enemy-states`
- `particle-curves`
- `base-plat`
- `plat`
- `bouncer`
- `elevator`
- `rigid-body`
- `rigid-body-queue`
- `process-taskable`
- `scene-actor`
- `warp-gate`
- `guard-projectile`
- `metalhead-projectile`
- `los-control`
- `joint-exploder`
- `ragdoll-test`
- `debris`
- `shield-sphere`
- `text`
- `target-launch`
2024-03-30 10:28:02 -04:00
water111 ee015e3b22
[jak3] A bunch of small fixes to get game.cgo to load (#3435)
The `test-play` macro is back, though it doesn't call `play` yet. We can
at least load all of `game.cgo`, which involves loading a lot of the
code we've decompiled, loading/linking objects files compiled by
OpenGOAL (like dir-tpages), and loading/linking Jak's art-groups (for
jak 3 they are stored v5 format that I added to the linker).

There were no major issues - just a few forgotten mips2c entries and
minor bugs/functions that needed stubs. Most of the work was updating
the linker. Hopefully I'll never have to touch that code again - I think
it supports everything we need for jak 3!
2024-03-24 16:30:28 -04:00
water111 9b4b54978a
decomp drawable, main (#3434) 2024-03-24 12:27:04 -04:00
water111 ffe01a352d
Decompile level (#3433) 2024-03-23 13:03:01 -04:00
Hat Kid 99866cec88
decomp3: more engine files, get-texture macro, use print method in autogenerated inspect, fix bitfield float print (#3432)
- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`

---

The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
2024-03-23 09:25:11 -04:00
water111 ea4820356c
Decompile tfrag, tie, prim (#3429)
These still need to be ported to PC.
2024-03-17 13:32:05 -04:00
water111 f7bfc8cab1
Decompile font, decomp, background, shrubbery (#3428) 2024-03-16 20:25:30 -04:00
water111 13def9a8b2
Decompile foreground and bones (#3427)
Small fix to decompiler when the original compiler uses `ra` register.
This seems to happen in "normal" code very rarely - perhaps they
manually specified this in an `rlet`.

Start figuring out buckets/textures for Jak 3.

The foreground code is not yet modified for PC - I want to wait until
the game is running, since it is too hard to do it now.
2024-03-16 14:50:41 -04:00
Hat Kid 5a8b4e81f9
decomp3: more engine stuff, support boxed stack arrays in compiler (#3424)
- `sync-info`
- `trajectory`
- `camera`
- `cam-update`
- `cam-states`
- `cam-states-dbg`
- `cam-master`
- `cam-layout`
- `cam-interface`
- `cam-combiner`

Closes #2016
2024-03-15 20:28:26 -04:00
water111 fae20a19fc
[jak3] Decompile sprite and debug files (#3420) 2024-03-10 21:11:41 -04:00
Tyler Wilding d9d09a8bc2
g/j2: Update some vehicle related naming (#3419)
While looking into https://github.com/open-goal/jak-project/issues/3289
I renamed a few things
2024-03-09 19:30:44 -05:00
water111 390a511055
[jak3] Decompile sprite (#3412)
Decompile `sprite.gc`. Also update the DMA macro for a small change in
Jak 3: a check to see if nothing was added to the bucket.
2024-03-09 12:14:12 -05:00
Tyler Wilding 60db0e5ef9
deps: update fmt to latest version (#3403)
This updates `fmt` to the latest version and moves to just being a copy
of their repo to make updating easier (no editing their cmake / figuring
out which files to minimally include).

The motivation for this is now that we switched to C++ 20, there were a
ton of deprecated function usages that is going away in future compiler
versions. This gets rid of all those warnings.
2024-03-05 22:11:52 -05:00
Tyler Wilding 258fd75cd6
decomp: update naming across jak2/3 (#3395) 2024-03-03 20:49:40 -05:00
Hat Kid 2969833b2d
decomp3: more engine stuff, detect non-virtual state inheritance (#3377)
- `speech`
- `ambient`
- `water-h`
- `vol-h`
- `generic-obs`
- `carry-h`
- `pilot-h`
- `board-h`
- `gun-h`
- `flut-h`
- `indax-h`
- `lightjak-h`
- `darkjak-h`
- `target-util`
- `history`
- `collide-reaction-target`
- `logic-target`
- `sidekick`
- `projectile`
- `voicebox`
- `ragdoll-edit`
- most of `ragdoll` (not added to gsrc yet)
- `curves`
- `find-nearest`
- `lightjak-wings`
- `target-handler`
- `target-anim`
- `target`
- `target2`
- `target-swim`
- `target-lightjak`
- `target-invisible`
- `target-death`
- `target-gun`
- `gun-util`
- `board-util`
- `target-board`
- `board-states`
- `mech-h`
- `vol`
- `vent`
- `viewer`
- `gem-pool`
- `collectables`
- `crates`
- `secrets-menu`

Additionally:

- Detection of non-virtual state inheritance
- Added a config file that allows overriding the process stack size set
by `stack-size-set!` calls
- Fix for integer multiplication with `r0`
- Fixed detection for the following macros:
	- `static-attack-info`
- `defpart` and `defpartgroup` (probably still needs adjustments, uses
Jak 2 implementation at the moment)
- `sound-play` (Jak 3 seems to always call `sound-play-by-name` with a
`sound-group` of 0, so the macro has been temporarily defaulted to use
that)

One somewhat significant change made here that should be noted is that
the return type of `process::init-from-entity!` was changed to `object`.
I've been thinking about this for a while, since it looks a bit nicer
without the `(none)` at the end and I have recently encountered init
methods that early return `0`.
2024-03-03 15:15:27 -05:00
Matt Dallmeyer d5f92efcda
Rename bigmap-id enum entries (#3380)
also fixed some docstrings that were swapped
2024-02-23 14:46:57 -05:00
Hat Kid 406441038b
decomp3: game-info, game-task, game-save, level-info, process-drawable and more (#3374)
- `settings`
- `generic-vu1`
- `generic-vu0`
2024-02-15 11:16:07 +00:00
ManDude c99f9a4834
decomp loader (#3373)
fixes `defskelgroup` being broken in jak 2

switches jak 3 to the jak 3 font (currently identical to jak 2)
2024-02-13 16:38:58 +00:00
water111 d8181fb169
[jak3] joint-mod, subdivide, bsp (#3371) 2024-02-11 13:53:29 -05:00
water111 79d14af0b5
Decompile joint, collide-func, clean up joint decompression code for all games (#3369)
I finally read through all the joint code and wrote up some
documentation. I think this will be really helpful when we try to
understand all the functions in `process-drawable`, or if somebody ever
wants to import/export animations.

This switches all three games to using a new faster GOAL joint
decompressor. It is on by default, but you can go back to the old
version by setting `*use-new-decompressor*` to false.

Also fix the log-related crash, fix the clock speed used in timer math.
2024-02-11 09:50:07 -05:00
Hat Kid a4e629ebf9
decompiler: defskelgroup macro detection for jak 3, fix art group dumping for jak 3 and some more decomp work (#3370)
- `transformq`
- `wind-work`
- `progress-static`
- `merc-vu1`
- `emerc-vu1`
- `merc`
- `emerc`
- `cloth-h`
- Most of `cloth`, not added to gsrc yet

Art group dumps were incorrect for Jak 3 because the master art group
fields were at different offsets.
2024-02-11 09:32:06 -05:00
Tyler Wilding 18903f0561
decomp: Copy over new docstrings back to jak 2's common code, write some scripts to help automate this (#3366) 2024-02-04 13:53:06 -05:00
Tyler Wilding 314f488377
d/j3: do a few mood related files and fix some issues along the way (#3365) 2024-02-04 08:40:43 -05:00
water111 221360270a
[jak3] decomp gsound (#3364)
Decompile `gsound.gc`
2024-02-03 17:16:23 -05:00
water111 8b1c7759ea
[jak3] More headers, up to load-dgo (#3363)
path-h, sparticle-h, load-dgo, nav-control-h, nav-mesh-h, rigid-body-h,
actor-hash-h, spatial-hash-h
2024-02-03 15:03:10 -05:00